| Warden Kishan |
Haven't read it yet. I've been a little disheartened with Paizo recently. That big swath of nerfs and revisions they came out with a few months ago kinda killed my interest, at least for a while. It is tough to see a good game get mismanaged.
Detective Jarrod Liam Jackson
|
Haven't read it yet. I've been a little disheartened with Paizo recently. That big swath of nerfs and revisions they came out with a few months ago kinda killed my interest, at least for a while. It is tough to see a good game get mismanaged.
I know what you mean. As for the psychic spells, instead of using verbal and somantic components, it uses thought and emotion components. Psychic characters have to think about and feel the spells, which matches with Dresdenverse magic. I mean, even Dresdenverse potions use emotions instead of chemical reactions.
| tumbler |
I haven't gotten too deep into the Occult book, just a quick perusal. Not available in the campaign I'm playing right now. That said, it does seem more useful for more modern campaigns. In a steampunk sort of campaign, or anything Victorian or Pulp, it would be great.
We ignore errata all the time, and I don't play Society, so I don't worry about that too much.
Detective Jarrod Liam Jackson
|
Just letting everybody know, this week will be very slow for me. Putting in a lot of overtime at work, my phone's been having trouble connecting to the internet there, and family is coming over for an early Christmas gathering. Will try to update when I can, just not sure when that will be.
| Cornielius |
tumbler, if that was too much or you want rolls for this out of combat stuff, let me know.
I'm thinking those transformations were at the edge of OJ's ability and took multiple rounds.
They might have even required a hero point for a more accurate alternate.
Your choice.
John is worried another youngster is going to become trapped, activating his (evidently strong) mother hen instincts.
| Cornielius |
It may take me awhile to get the alternate figured out.
I have to combine seeing/attacking into the real world with a castling dimensional effect with a morph effect and I won't be able to sit down with the rule book till tonight or tomorrow.
In regards to hero points, I believe I have one available, but I'm willing to be fatigued from this effect, if necessary.
| Cornielius |
Proposed alternate power (25 pts available):
PF: Dimensional added to vision (1 pt)
Super Movement R1 (Dimensional Movement)PF: Subtle R2 (4 pts)
linked to
Super Movement R1 (Dimensional Movement), Extras: Attack +0, No Save +2, Perception Range +2; PF: Subtle R2 (8 pts)
linked to
Morph R6 (+30 disguise) (only to duplicate target of attack), Extra: Continuous (12 pts)
total = 25 pts
To use:
Make a normal Notice roll from the NeverNever to normal reality (normal range modifiers apply).
Use a standard action to activate the Dimensional Movement attack and switch places (and dimensions) with the target of the attack (who cannot resist).
As you take his place, you physically shift to match his appearance but otherwise do not change traits (Notice DC 20, possibly with modifiers for familiarity).
Note: Since the Morph effect is Continuous, John has no way to turn it off without using extra effort or having the effect dispelled or otherwise canceled.
| Odd John |
Y'all may be over-thinking this.
possible distractions:
-trigger a fire alarm at one of the stores at the strip mall across the street (without starting a fire- either use a pull station or break the glass in a sprinkler head or put a lighter under a detector)
-come around a corner and burn rubber while passing the cops/goons, possibly sqeal around another corner
-stop quickly beside the cops/goons and yell out 'Where's the nearest doughnut shop", then bray with laughter before peeling out
-pull to a stop 40 or 50 feet behind/in front of cops/goons; driver gets out swearing, tosses passenger out of the truck, yells "I told you the next time you spilled coffee in my truck, I'd throw you out."; gets back in truck while passenger gets up before walking into the woods
-pull up beside the black SUVs and ask to take a selfie next to 'a real Homeland Security agent'
-pull up somewhere nearby, get out of the truck swearing at each other, get into a fight
-come running out of the bushes buck naked
-walk by the parked vehicles rolling the spare tire; if asked 'what's up?', explain you had a flat and found out your spare was flat; bonus points if you ask for a ride to the gas station
-park the truck out of sight; Aaron runs by the parked cops/goons carrying Jarrod fireman's style; if stopped, 'He's helping me train for an iron-man competition.'
-park the truck next the nearest street sign, get out, start removing the sign; turn, notice the cops, freak out and drive away
| Sundakan |
Most of those directly call attention to ourselves though. We have to follow you afterward. If they can go "Hey!There's the Iron Man guy!" that will be harder.
Interesting fact, many fire alarms spray indelible ink on the hand that pulls them.
Guess we could burn around them in the truck, but where's the fun in that?
| Warden Kishan |
I've heard of those sprayers, but never actually seen one. Almost wonder if they were urban legend invented to deter pranksters...
Edit: I kinda wish I'd have been left for the distraction... an illusion would make it beyond easy. But then, I suppose no one else could bring the kid back from the NeverNever, so for this particular bait and switch plan to work it has to be me here...
| Odd John |
At the hospital I work in, we don't have them.
The local fire marshal has said they can be found in nearby high and middle schools and malls.
I've spoken to several people (during our yearly Safety Fairs, where I use a prop pull station wired to a light as part of training) who saw them in their colleges.
They're designed for places that have a problem with pranking.
The stores in the strip mall are unlikely to have them- if they have a pull station at all, it would be placed out of public reach (probably near the ovens or the back door).
They may use smoke alarms and flow alarms.
Some sprinkler heads have a glass tube as part of their design.
The tube is filled with a liquid and will break at a particular temperature, causing water to spray.
The fire control system reads that water is flowing and triggers the fire alarms.
In any event, for our distraction, remember that a Hero Point may be used to edit a scene or provide inspiration as well as counter fatigue.
| Odd John |
Looks like this will really split the party.
Which works much better on a pbp than at the table.
At least they didn't get jumped in the cornfield.
Yet.
I was actually expecting the kid to transform to his 'mythic' form.
edit: Of course, the cops could have been lying about the parents, but the Fomor have been interested in families before.
| Cornielius |
OK, here's a weird question.
On a table top, each time I roll a d20, set it aside and use another die for the next roll.
My superstitious affectation is that 'dice get tired and need to rest before the next roll'.
(And it gives an excuse for handfuls of dice.)
What's the best way to transfer that over to a pbp, using the Paizo dice roller?
(Not that my system has ever given noticeably better die rolls. Ever.)
Detective Jarrod Liam Jackson
|
I think there's a special forum somewhere that you can use to make dice rolls. Just make the roll you need there, use up the unlucky-ness, then come back here and do it again with hopefully better luck.
Maybe I should do that...
Also, I apologize for my lack of posts recently. I admit, my enthusiasm for this game was wanning a bit. It wasn't anything to do with the game itself or any of the other characters, but with this character itself. I love the concept behind it, and you gotta love the Xander-with-a-shotgun feel of it, but I'm having trouble getting behind him in a world with so much supernatural going on and he's got nothing for him, if you know want I mean. I'm actually feeling out of my depth as I play him, which would match up with being a mundane who gets thrust into this kind of life, but I've never played that kind of character before. Do any of you have any ideas to help me out? I don't want to leave the game at all, and the only other idea I have is to make a different character, which would take more time and slow things down even more.
| Sundakan |
I'm not really sure what to tell you, unfortunately. It's probably not going to get any better as we go on, and start "leveling" (gaining more Power Points).
Maybe you can arrange some kind of accident for Jarrod, give him superpowers somehow? The he could still be out of his depth as far as information about the supernatural, and coming to grips with his new abilities, but isn't so out of place mechanically?
| Warden Kishan |
Doesn't even have to be an accident; perhaps the reason he's managed to survive supernatural threats so well, and why he's been such an awesome detective is that he has been psychic all along. That way, he wouldn't need an accident, or anything major from tumbler, just a redesign behind the scenes.
He'd need to come to grips with the realization; maybe seek out some training, but he'd still be the same guy. "Psychic" could be just about anything from some super senses and postcognition, being able to read people, talking to spirits, etc., all the way to the more overt 'learns to levetate cars with his mind, and then throws them at people. Basically, whatever you think you'd be comfortable, and would make you feel more at home.
That is the first thought that comes to mind. Playing a character you can't get into is tough, but I wouldn't want to lose you as a player for that reason. If you needed to retire him and bring in a new guy, I'd be fine with that. I think the best thing would be to have the game carry on, and you could bring in the new guy when you were ready with him.
Last, you could stay the course. The outsider sounds like it would be a challenge for you, so it depends mostly on whether you think it would be fun. Answer that question, and the decision should be easy.
| Odd John |
Another option would be access 'magic' by using some kind of an 'enchanted' weapon.
It would require re-write of sorts to free up points, but you could maybe gain rider effects with your shotgun or special capabilities from being 'bound' to it, in the way the Knights are special and marked as such by having the Swords.
First, you would have to decide what kind of capabilities you want to have, then we could help built something that would keep the essential 'Jarrodness' and add them.
| tumbler |
Jarrod, I guess the question is what is it that you aren't getting out of the character. Do you want him to be different, or your play experience to be different? Do you feel outclassed by the other characters, or just like you are bored compared to the different things they can do?
I love the vibe of the character. I love having a normal guy fighting the darkness with all of these weirdos.
My suggestion would be that you rebuild him a little by just taking several ranks of the Luck feat to give you more Hero Points. Usually there is a limit of half power level for how many ranks you can have, but I think (and others can chime in) that it would be reasonable to say that if you have no other powers, you could go over that cap.
The reason to do this is that Hero Points give you narrative control, so you can make sure Jarrod always makes the rolls he needs to, or you can edit the scene to help him out, but he still keeps his "tough guy against all odds" feel.
In any case, I'm willing to work with you to restore your enthusiasm, whatever that ends up needing.
| Rigor Rictus |
Detective Jarrod Liam Jackson
|
I think it's the way I feel like I'm not contributing to the team. It seems to me like everybody else has something they can do to help out. Don't get me wrong, I've always loved the underdog-type character, and one of my favorite series is Supernatural, I just never gave any thought to the fact that I've never played that kind of character before. And I think it's that, coupled with this being the first M&M game I've played in, that's making it hit me hard.
As for the Luck feat, that does look interesting. I think I'll go with that, and figure out all the ways I can use the hero points. Like I said, this is the first time I've played M&M, and it's wildly different than any of the other tabletop games I've played before so I don't really have something to base it off of.